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Darklings-FightingGame/Assets/_Project/Scripts/SimulationScripts/StateScripts/StatesScripts/GroundStateScripts/GroundParentState.cs

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using UnityEngine;
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public class GroundParentState : State
{
public override void UpdateLogic(PlayerNetwork player)
{
base.UpdateLogic(player);
player.canDoubleJump = true;
player.hasJumped = false;
player.canJump = true;
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ToBlueFrenzyState(player);
ToRedFrenzyState(player);
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ToGrabState(player);
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ToAttackState(player);
ToArcanaState(player);
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Shadow(player);
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ToHurtState(player);
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}
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private void ToBlueFrenzyState(PlayerNetwork player)
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{
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if (player.inputBuffer.CurrentInput().pressed && player.inputBuffer.CurrentInput().inputEnum == InputEnum.Parry)
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{
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EnterState(player, "BlueFrenzy");
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}
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}
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public void ToAttackState(PlayerNetwork player)
{
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if (player.inputBuffer.CurrentInput().pressed)
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{
Attack(player);
}
}
public void ToArcanaState(PlayerNetwork player)
{
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if (player.inputBuffer.CurrentInput().pressed)
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{
Arcana(player);
}
}
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private void ToRedFrenzyState(PlayerNetwork player)
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{
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if (player.inputBuffer.CurrentInput().pressed)
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{
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RedFrenzy(player);
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}
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}
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private void ToGrabState(PlayerNetwork player)
{
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if (player.inputBuffer.CurrentInput().pressed && player.inputBuffer.CurrentInput().inputEnum == InputEnum.Throw)
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{
AttackSO attack = PlayerComboSystem.GetThrow(player.playerStats);
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player.attackNetwork = SetAttack(player.attackInput, attack);
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EnterState(player, "Grab");
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}
}
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private void ToHurtState(PlayerNetwork player)
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{
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if (IsColliding(player))
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{
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if (player.attackHurtNetwork.attackType == AttackTypeEnum.Throw)
{
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EnterState(player, "Grabbed");
return;
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}
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if (DemonicsPhysics.IsInCorner(player))
{
player.otherPlayer.knockback = 0;
player.otherPlayer.pushbackStart = player.otherPlayer.position;
player.otherPlayer.pushbackEnd = new DemonicsVector2(player.otherPlayer.position.x + (player.attackHurtNetwork.knockbackForce * -player.otherPlayer.flip), DemonicsPhysics.GROUND_POINT);
player.otherPlayer.pushbackDuration = player.attackHurtNetwork.knockbackDuration;
}
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if (IsBlocking(player))
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{
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if (player.direction.y < 0)
{
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EnterState(player, "BlockLow");
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}
else
{
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EnterState(player, "Block");
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}
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}
else
{
if (player.attackHurtNetwork.hardKnockdown || player.attackHurtNetwork.moveName == "Shadowbreak")
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{
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EnterState(player, "Airborne");
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}
else
{
if (player.attackHurtNetwork.knockbackArc == 0 || player.attackHurtNetwork.softKnockdown)
{
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EnterState(player, "Hurt");
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}
else
{
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EnterState(player, "HurtAir");
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}
}
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}
}
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}
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}